Consumer awareness of virtual reality (VR) is rising steadily and three quarters of UK consumers believe the technology will have a positive impact on their lives, according to a new survey.

The survey, commissioned by Invest Bristol & Bath (IBB), revealed that VR is expected to have an impact across a broad range of industries in the next 12 months. Perhaps not surprisingly, VR is anticipated to have the most impact on the gaming sector (60%) although the entertainment industry (45%) and education sector (23%) are also expected to see a significant impact.

Other areas where consumers expect to see VR-related changes in the coming year include travel (13%), defence (10%) and property/construction (9%).

But while attitudes are generally positive, consumers are cautious about introducing VR to the home. As many as 23% expect the technology to have a negative impact on their sex life and another 23% are concerned about a negative impact on family life as a whole. What’s more, 20% feel that VR could have a negative impact on mental well-being.

Overall, a third of the 2,000 people questioned have already tried a VR headset and 70% would consider buying one in the near future, with Samsung Gear (33%) and PlayStation VR (28%) top of the list for most consumers.

Price is a key factor. IBB found that 32% are willing to pay up to £200 and 27% would consider paying up to £300 but only 3% are willing to pay more than £500. This could limit the market for more high-end systems such as Oculus Rift and HTC Vive, the organisation said.

“The opportunities to learn safely from simulations in virtual environments before trying things out in the physical world; the opportunities for people with disabilities to take part in activities and social events that would be restricted in the physical world; opportunities for people from different countries, religions and cultures to meet regularly and share experiences and understanding without having to travel to do so — all this, and more, makes me confident and excited about the future of VR,” she said.